• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

P3D v4 Spot light direction

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
33,709
Country
netherlands
Hi,

I'm working on making sure MCX correctly handles effects and lights in a next update (also FS2004 landing lights and such).

I have a question for P3D developers, when you make a spot light (dynamic light) in 3ds max as an attached effect, along which axis does the light shine?

At the moment it's the y axis in MCX, but I'm not sure if that is correct.
 
I took my FSX DC-7 and converted it in MCX to P3D 4.4 using the DEV release. The resulting landing lights are 90 deg. off from the FSX model. When the FSX model's lights are facing straight down, the P3D model's lights are pointing straight forward.

Hope this helps,
 
Hi Arno,
Not being a P3D developer I can't answer your question directly but I can add this.

When importing an FS9 model to MCX to convert landing lights that are attached to animations need to have the X axis set to -90 to get them to point the correct way. Lights that are attached to the main model seem fine.

Not sure if this helps.

Gavin
 
Thanks, I was not really talking about the aircraft lights, but more the dynamic spot lights that can be added in scenery since P3D v4. These use a different effect type as far as I know.

I'm wondering how people define them in 3ds max. Using mcx as reference might not be best, as I might have implemented it wrong now.

When I comes to the fs2004 landing lights, I think I have them working now in mcx. I tested yesterday with exporting the default c182 and the lights were still in the same direction. in the mcx preview the landing light is now pointing in the -Y direction.
 
Hi again,

Keep in mind that the 90 degree offset problem is not limited to FS9 (see above for an FSX to P3D conversion). But perhaps if you fixed it for FS9 that will fix it for FSX and beyond.
 
I will push the improvements I have made to the development release soon and then we'll see if things have improved in all situations :)
 
Hi again,

Keep in mind that the 90 degree offset problem is not limited to FS9 (see above for an FSX to P3D conversion). But perhaps if you fixed it for FS9 that will fix it for FSX and beyond.
this 90 degree offset problem is also affecting gltf objects with attached lights blender exported; when saved from mcx; the lights cone will not point any more vertically to the ground.
 
this 90 degree offset problem is also affecting gltf objects with attached lights blender exported; when saved from mcx; the lights cone will not point any more vertically to the ground.
OK, I'll have to check that as well then. I have been hesitating from testing MSFS export as well, as I do not fancy to first wait to all the MSFS updates to install again.
 
The new development release with the (hopefully) improved light orientation should be online in about 30 minutes.
 
The new development release with the (hopefully) improved light orientation should be online in about 30 minutes.
Thanks Arno;
Tested new dev release 1.7.0 0; simple blender spot light; cone show upside down when loaded in mcx 1.7.00

Tested also on a older 1.6.0.0 mcx version; working as it should.

attached test files
 

Attachments

Thanks, I haven't tested in MSFS yet. Guess I need to make some changes to the glTF reader/writer as well.
 
Back
Top